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DX11 code maintenance, part 5:
Move shader and input layout management from EmuGfxState to Vertex/PixelShaderCache and D3DVertexFormat. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6906 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -64,7 +64,7 @@ public:
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~GLVertexFormat();
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virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
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virtual void SetupVertexPointers() const;
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virtual void SetupVertexPointers();
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virtual void EnableComponents(u32 components);
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};
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@ -180,7 +180,7 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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this->vtx_decl = _vtx_decl;
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}
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void GLVertexFormat::SetupVertexPointers() const {
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void GLVertexFormat::SetupVertexPointers() {
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// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
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// get around type checking errors, and call it.
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#ifdef USE_JIT
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